Represents an indirect draw command for a BatchRendererGroup.
This type of draw command has a reference to both a material and a mesh. The actual draw data to be used is passed by the GPU in the buffer set up as the indirectArgsBufferHandle.
batchID | The batch ID that this draw command uses. Determines the metadata values that are available to a shader. |
flags | Specifies rendering options for the draw command. |
indirectArgsBufferHandle | GraphicsBufferHandle of the GraphicsBuffer from which the indirect draw command will be read. |
indirectArgsBufferOffset | Offset in bytes from which the indirect draw command will be read. |
lightmapIndex | The index of the baked lightmap used in this draw command. If lightmap texture arrays are enabled, this value is always -1 (0xFFFF). |
materialID | Identifies which Material to use to render the instances in this draw command. |
meshID | Identifies which Mesh to use to render the instances in this draw command. |
sortingPosition | Together with BatchDrawCommand.flags, this specifies how to depth sort the instances in this draw command. |
splitVisibilityMask | Indicates which splits that the draw command is visible in. |
topology | The primitive topology to use when executing the draw command. |
visibleInstancesBufferHandle | Handle of the GraphicsBuffer from which the draw command will read visible instance index. |
visibleInstancesBufferWindowOffset | Offset of the visible instances buffer that will be bound as element zero. |
visibleInstancesBufferWindowSizeBytes | Amount of data in the buffer to be bound, starting from the visibleInstancesBufferWindowOffset value. |
visibleOffset | The index of the element in BatchCullingOutputDrawCommands.visibleInstances that matches the first instance in this draw command. |